The scripts were streamlined using more or less the following conventions: - space after a comma in lists of arguments - spaces around weak operators (+, -), no spaces around strong operators (*, /) - spaces around comparison operators and compound assignment operators - space after a comment start (#) - removed trailing spaces or tabs, apart from those that delimit the function indentation level (those could be removed too but since they are added automatically by the editor when typing code, keeping them for now) - function blocks separate by two newlines - comment sentences start with an upper-case letter
125 lines
3.5 KiB
GDScript
125 lines
3.5 KiB
GDScript
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extends KinematicBody2D
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# This is a simple collision demo showing how
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# the kinematic controller works.
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# move() will allow to move the node, and will
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# always move it to a non-colliding spot,
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# as long as it starts from a non-colliding spot too.
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# Member variables
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const GRAVITY = 500.0 # Pixels/second
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# Angle in degrees towards either side that the player can consider "floor"
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const FLOOR_ANGLE_TOLERANCE = 40
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const WALK_FORCE = 600
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const WALK_MIN_SPEED = 10
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const WALK_MAX_SPEED = 200
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const STOP_FORCE = 1300
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const JUMP_SPEED = 200
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const JUMP_MAX_AIRBORNE_TIME = 0.2
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const SLIDE_STOP_VELOCITY = 1.0 # One pixel per second
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const SLIDE_STOP_MIN_TRAVEL = 1.0 # One pixel
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var velocity = Vector2()
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var on_air_time = 100
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var jumping = false
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var prev_jump_pressed = false
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func _fixed_process(delta):
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# Create forces
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var force = Vector2(0, GRAVITY)
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var walk_left = Input.is_action_pressed("move_left")
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var walk_right = Input.is_action_pressed("move_right")
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var jump = Input.is_action_pressed("jump")
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var stop = true
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if (walk_left):
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if (velocity.x <= WALK_MIN_SPEED and velocity.x > -WALK_MAX_SPEED):
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force.x -= WALK_FORCE
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stop = false
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elif (walk_right):
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if (velocity.x >= -WALK_MIN_SPEED and velocity.x < WALK_MAX_SPEED):
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force.x += WALK_FORCE
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stop = false
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if (stop):
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var vsign = sign(velocity.x)
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var vlen = abs(velocity.x)
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vlen -= STOP_FORCE*delta
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if (vlen < 0):
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vlen = 0
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velocity.x = vlen*vsign
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# Integrate forces to velocity
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velocity += force*delta
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# Integrate velocity into motion and move
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var motion = velocity*delta
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# Move and consume motion
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motion = move(motion)
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var floor_velocity = Vector2()
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if (is_colliding()):
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# You can check which tile was collision against with this
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# print(get_collider_metadata())
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# Ran against something, is it the floor? Get normal
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var n = get_collision_normal()
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if (rad2deg(acos(n.dot(Vector2(0, -1)))) < FLOOR_ANGLE_TOLERANCE):
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# If angle to the "up" vectors is < angle tolerance
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# char is on floor
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on_air_time = 0
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floor_velocity = get_collider_velocity()
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if (on_air_time == 0 and force.x == 0 and get_travel().length() < SLIDE_STOP_MIN_TRAVEL and abs(velocity.x) < SLIDE_STOP_VELOCITY and get_collider_velocity() == Vector2()):
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# Since this formula will always slide the character around,
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# a special case must be considered to to stop it from moving
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# if standing on an inclined floor. Conditions are:
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# 1) Standing on floor (on_air_time == 0)
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# 2) Did not move more than one pixel (get_travel().length() < SLIDE_STOP_MIN_TRAVEL)
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# 3) Not moving horizontally (abs(velocity.x) < SLIDE_STOP_VELOCITY)
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# 4) Collider is not moving
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revert_motion()
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velocity.y = 0.0
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else:
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# For every other case of motion, our motion was interrupted.
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# Try to complete the motion by "sliding" by the normal
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motion = n.slide(motion)
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velocity = n.slide(velocity)
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# Then move again
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move(motion)
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if (floor_velocity != Vector2()):
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# If floor moves, move with floor
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move(floor_velocity*delta)
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if (jumping and velocity.y > 0):
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# If falling, no longer jumping
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jumping = false
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if (on_air_time < JUMP_MAX_AIRBORNE_TIME and jump and not prev_jump_pressed and not jumping):
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# Jump must also be allowed to happen if the character left the floor a little bit ago.
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# Makes controls more snappy.
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velocity.y = -JUMP_SPEED
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jumping = true
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on_air_time += delta
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prev_jump_pressed = jump
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func _ready():
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#Initalization here
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set_fixed_process(true)
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